MACROMUNDA
Allegiance
Space Marines Space Wolves
Codex / Scenarios
Codex · Space Marines

Scenarios2

The Encirclement scenario
Attackerthe Space Wolves (a pack that means to close on turn one and encircle the enemy, fighting in tight coherency so every brother and wolf draws Counter-Charge, and running the prey down before it can break free)
Defenderthe opposing gang (a force that must break the pack apart - open distance, split the wolves off from one another, and thin the wolf-kin and Thunderwolves before they converge into a single tightening ring)
Deploythe Space Wolves deploy around the board edges in up to three groups (the encircling pack), with the wolf-kin and Thunderwolf riders free to start on any edge; the defender deploys in a single body near the centre, holding an objective it must keep control of
Objectivethe Space Wolves win by closing the ring - having a majority of their fighters within 6in of the enemy body and taking the central objective; the defender wins by breaking out, moving the majority of its fighters off the far edge or holding the objective uncontested to the end
Victorythe Space Wolves win if, at the end of any round from round three onward, they control the central objective and no enemy fighter has escaped the encirclement (moved off a board edge); the defender wins if, by the end of round five, it still holds the objective uncontested or has moved half or more of its starting fighters clear of the ring
Rewardsa Space Wolves win grants bonus Reputation and a Control-Track step; a fighter that took an enemy Out of Action inside the ring gains 1 bonus XP; a defender win that broke out grants the defender bonus Reputation for slipping the pack
Control Tracka Space Wolves win advances their Control-Track claim on the district by one step (the pack has run the ground's defenders down); a defender win holds the marker and denies the advance, and the pack takes an attrition penalty for a hunt that let its prey escape

The pack does not push the enemy — it surrounds him. In the Encirclement the Space Wolves come from every side at once, closing the ring until the quarry has nowhere left to run.

ATTACKER & DEFENDER The Space Wolves are the attacker, meaning to close on the first turn and encircle the enemy, fighting in tight coherency so every brother and wolf draws Counter-Charge. The defender is the opposing gang, which must break the pack apart — open distance, split the wolves from one another, and thin the wolf-kin and Thunderwolves before they converge.

BATTLEFIELD Open ground around a central strongpoint or objective the defender means to hold, with terrain enough at the edges to let the encircling pack approach from several directions.

DEPLOYMENT The Space Wolves deploy around the board edges in up to three separate groups — the encircling pack — with the wolf-kin and Thunderwolf riders free to start on any edge. The defender deploys in a single body near the centre, holding the objective it must keep control of.

THE HUNT The Space Wolves close the ring, aiming to hold a majority of their fighters within 6" of the enemy body and take the central objective. The defender fights to break out — moving the majority of its fighters clear of the ring or holding the objective uncontested to the end.

ENDING THE BATTLE The battle runs until one side meets its victory condition, a gang bottles out, or the fifth round ends.

VICTORY The Space Wolves win if, at the end of any round from the third onward, they control the central objective and no enemy fighter has escaped the encirclement by moving off a board edge. The defender wins if, by the end of round five, it still holds the objective uncontested or has moved half or more of its starting fighters clear of the ring.

REWARDS A Space Wolves win grants bonus Reputation and a Control-Track step, and any fighter that took an enemy Out of Action inside the ring gains 1 bonus experience. A defender win that broke out grants the defender bonus Reputation for slipping the pack.

THE SIEGE A Space Wolves win advances their Control-Track claim on the district by one step — the pack has run the ground's defenders down. A defender win holds the marker and denies the advance, and the pack takes an attrition penalty for a hunt that let its prey escape.

The Wolftime scenario
Attackerthe Space Wolves (a war-pack that has named a quarry and means to run it down for the saga, racing across the board to take a single marked enemy Out of Action and earn the killing worth singing)
Defenderthe opposing gang (a force protecting its prized fighter - the named quarry - while trying to bleed the onrushing pack, keeping the quarry alive and mobile until the Wolves have spent themselves on the charge)
Deployat the start, the Space Wolves player names one enemy fighter as the quarry. The defender deploys anywhere in its half with the quarry no further forward than the rest; the Space Wolves deploy along their board edge, free to hold up to half the pack in reserve to arrive from an edge in round two
Objectivethe Space Wolves win by taking the quarry Out of Action; the defender wins by keeping the quarry alive and either holding the field or driving the pack off
Victorythe Space Wolves win if the named quarry is taken Out of Action by the end of round five; the defender wins if the quarry is still standing at the end of round five, or if the Space Wolves are bottled out first
Rewardsa Space Wolves win grants bonus Reputation, a Control-Track step and a Saga honour (per the Legendary Name) to the fighter that felled the quarry; a defender win that kept the quarry alive grants the defender bonus Reputation for denying the hunt
Control Tracka Space Wolves win advances their Control-Track claim on the district by one step (the quarry is run to ground and the saga sung); a defender win holds the marker and denies the advance, and the pack takes a morale penalty for a hunt that failed to make its kill

A war-pack has named its quarry and means to run it down for the saga. In the Wolftime nothing else on the field matters — only the marked enemy, and the killing worth singing.

ATTACKER & DEFENDER The Space Wolves are the attacker, racing across the board to take a single named enemy Out of Action. The defender is the opposing gang, protecting its prized fighter — the quarry — while bleeding the onrushing pack, keeping the quarry alive and mobile until the Wolves have spent themselves on the charge.

BATTLEFIELD Broken ground between the two forces, terrain enough for the defender to screen and delay the pack, but open lanes the Wolves can use to close.

DEPLOYMENT At the start, the Space Wolves player names one enemy fighter as the quarry. The defender deploys anywhere in its half, with the quarry set no further forward than the rest. The Space Wolves deploy along their board edge and may hold up to half the pack in reserve to arrive from an edge in round two.

THE HUNT The Space Wolves fight to take the quarry Out of Action. The defender fights to keep the quarry alive and either hold the field or drive the pack off.

ENDING THE BATTLE The battle ends when the quarry falls, a gang bottles out, or the fifth round closes.

VICTORY The Space Wolves win if the named quarry is taken Out of Action by the end of round five. The defender wins if the quarry is still standing at the end of round five, or if the Space Wolves bottle out first.

REWARDS A Space Wolves win grants bonus Reputation, a Control-Track step, and a Saga honour to the fighter that felled the quarry. A defender win that kept the quarry alive grants the defender bonus Reputation for denying the hunt.

THE SIEGE A Space Wolves win advances their Control-Track claim on the district by one step — the quarry is run to ground and the saga sung. A defender win holds the marker and denies the advance, and the pack takes a morale penalty for a hunt that failed to make its kill.